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authorJeff Ames2009-10-01 01:00:09 +0900
committerJeff Ames2009-10-01 01:17:47 +0900
commitee205e7e812e170f670e690a4e0fa9caa652f226 (patch)
treedf407e66d9aa47a884e39d5d86b877d6ef468a1a /OpenSim/Region/Framework/Scenes/UuidGatherer.cs
parentadding LandDataSerializer (not connected anywhere, work-in-progress) (diff)
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Formatting cleanup.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index f449e18..525a93a 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 /// <summary> 42 /// <summary>
43 /// Gather uuids for a given entity. 43 /// Gather uuids for a given entity.
44 /// </summary> 44 /// </summary>
45 /// 45 ///
46 /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts 46 /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
47 /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets 47 /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
@@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
82 /// 82 ///
83 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> 83 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
84 /// <param name="assetType">The type of the asset for the uuid given</param> 84 /// <param name="assetType">The type of the asset for the uuid given</param>
85 /// <param name="assetUuids">The assets gathered</param> 85 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids) 86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
87 { 87 {
88 assetUuids[assetUuid] = 1; 88 assetUuids[assetUuid] = 1;
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
142 142
143 // If the prim is a sculpt then preserve this information too 143 // If the prim is a sculpt then preserve this information too
144 if (part.Shape.SculptTexture != UUID.Zero) 144 if (part.Shape.SculptTexture != UUID.Zero)
145 assetUuids[part.Shape.SculptTexture] = 1; 145 assetUuids[part.Shape.SculptTexture] = 1;
146 146
147 TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 147 TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
148 148
@@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 /// <summary> 168 /// <summary>
169 /// The callback made when we request the asset for an object from the asset service. 169 /// The callback made when we request the asset for an object from the asset service.
170 /// </summary> 170 /// </summary>
171 protected void AssetReceived(string id, Object sender, AssetBase asset) 171 protected void AssetReceived(string id, Object sender, AssetBase asset)
172 { 172 {
173 lock (this) 173 lock (this)
@@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
242 AssetBase assetBase = GetAsset(wearableAssetUuid); 242 AssetBase assetBase = GetAsset(wearableAssetUuid);
243 243
244 if (null != assetBase) 244 if (null != assetBase)
245 { 245 {
246 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); 246 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
247 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); 247 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
248 wearableAsset.Decode(); 248 wearableAsset.Decode();
@@ -275,6 +275,6 @@ namespace OpenSim.Region.Framework.Scenes
275 SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); 275 SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
276 GatherAssetUuids(sog, assetUuids); 276 GatherAssetUuids(sog, assetUuids);
277 } 277 }
278 } 278 }
279 } 279 }
280} \ No newline at end of file 280} \ No newline at end of file